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There is a Legacy version here.

Shrine Maiden

Nethys Note: No description has been provided for this creature.

Recall Knowledge - Humanoid (Society): DC 31
Unspecific Lore: DC 29
Specific Lore: DC 26

Elite | Normal | Weak
Proficiency without Level

Shrine MaidenCreature 9

Rare Medium Human Humanoid 
Source Season of Ghosts (Hardcover) pg. 199
Perception +11
Languages Common, Empyrean
Skills Intimidation +7, Occultism +8, Performance +9, Religion +10
Str +1, Dex +3, Con +1, Int +2, Wis +4, Cha +3
Items +1 striking composite shortbow (20 arrows), +1 leather armor, and a key that unlocks all interior doors except those leading into Mago Kai's quarters and the treasury, holy water (3), key ring, morningstar, the key to Earth gate
AC 18; Fort +5, Ref +9, Will +10
HP 152
Speed 25 feet
Melee [one-action] morningstar +9 [+4/-1] (versatile P), Damage 1d6+5 bludgeoningRanged [one-action] composite shortbow +10 [+5/+0] (deadly d10, magical, propulsive, range increment 60 feet), Damage 2d6+5 piercingDivine Spontaneous Spells DC 16, attack +8; 5th divine immolation, sending (2 slots); 4th divine wrath, heal, planar tether (3 slots); 3rd dispel magic, heal, holy light (3 slots); 2nd augury, clear mind, see the unseen (3 slots); 1st bless, cleanse cuisine, sanctuary (3 slots); Cantrips (5th) divine lance, forbidding ward, shield, stabilize, vitality lash
Ritual; 2nd consecrate
Spiritual Arrows [two-actions] (divine) Frequency once per day; Effect The shrine maiden nocks an arrow and whispers a soft chant under her breath before unleashing a torrent of holy power in the form of dozens of ghostly glowing arrows. Creatures in a 60-foot line take 10d6 force damage (DC 19 basic Reflex save). On a critical failure, the creature is also immobilized (Escape DC 19) for 1 minute.Twang [two-actions] (divine, manipulate, sonic) The shrine maiden strums her bowstring, creating a pulse of energy that lashes out at a target within 20 feet. That creature must attempt a DC 19 Fortitude save.
Critical Success No effect.
Success The target is pushed 5 feet back from the shrine maiden.
Failure The target is pushed 10 feet back from the shrine maiden and falls prone.
Critical Failure The target is flung 15 feet away from the shrine maiden, falls prone, and is slowed 1 for 1 round.